

"So burnout was a real factor in my life, and I also saw it affecting the workers around me as well." "I did go through a pretty difficult crunch culture at the triple-A studios that I worked at," Burns tells me over Skype. Then he left triple-A development and eventually joined Zach Barth at Zachtronics, a developer known for intricate puzzle games like Infinifactory and Opus Magnum, which won the Independent Games Festival award for Excellence in Design this year. In his 20s, he bounced from Treyarch, where he was an associate producer in the early days of Call of Duty, to Bungie and 343 Industries, where he worked on Halo and Destiny. This is the only GameLog for Opus Magnum.Matthew Seiji Burns is no stranger to career burnout. Looking forward to my brain being tested! - Sufficiently tested and shorted out. GameLog closed on: Saturday 11 July, 2020ĭkirschner's opinion and rating for this gameįamiliar-ish Zachtronics game. GameLog started on: Saturday 27 June, 2020 So, as far as Zachtronics puzzle games, I think I'm done for a while, but I do want to check out Eliza, the visual novel they did about AI and therapy.Ĭurrent Status: Stopped playing - Got frustrated Confirmed, there is no way I would have gotten much farther! These YouTube videos of players making beautiful solutions are mesmerizing to watch. I did read the rest of the story online though and watched solutions for the rest of the puzzles. I love learning the basics of Zachtronics games, and seeing how clever the puzzles are, but I never care for maximizing efficiency that is the key to completing them. I made it halfway through Chapter 2 before quitting (out of 5 chapters and many bonus puzzles). Each mechanism is an "instrument" and you harmonize their instructions. Arranging the instructions for each mechanism is just like arranging music in editing software, if you've ever done that. They can turn, rotate what they are holding, extend or retract, and move along tracks. You have to program the mechanisms to move.
#INFINIFACTORY TOO HARD HOW TO#
Your goal is to figure out how to make the end product from the reagents using the mechanisms at your disposal. Mechanisms may be grabbers that pick up/drop things, rotate, and extend grabbers with multiple arms bonding or de-bonding reactions, and tracks that grabbers can move along. Gameplay (puzzle) wise, you are given reagents, various mechanisms to move reagents around the machine, and an ultimate product to synthesize. Somehow, this text-based story (with character portraits) was riveting, and it is neat how the alchemical puzzles fit right in. You begin producing things for the war effort, and, long story short, you eventually find yourself in hiding and plotting a coup. Then some intra-house conflict begins and the solid story moves forward. You begin by making mundane items-skin creams, hangover cures (it's just water, ha), and glue-for the nobility. Upon graduation, you are employed at one of the world's royal houses. Finishing up your degree, you learn how to use a "transmutation engine," which lets you assemble and disassemble elements to create new alchemical products. I had the experience I thought I would with it and am happy to have given it some time. I immediately liked the interface, and it reminded me more of SpaceChem than the others. I dabbled with the idea of trying Infinifactory and Shenzen I/O, but eventually decided they looked too hard. They are so clever, yet require such mastery. Ever since SpaceChem, which I loved, I have been afraid to try more Zachtronics games.
